AoeStats
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Hill Fort

505796196Analyzed
2v2 RM · 21d ago on Sep 11, 2026· 77m 50s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇦 Huns · Canada
997
+12
🇨🇦 Teutons · Canada
842
+17
🇺🇸 Persians · United States
958
-17
🇺🇸 Ethiopians · United States
830
-12
Player eAPM Actions Feudal Castle Imperial Opening
25 1,973 11:04 16:14 46:36 ⛏ Fast Castle
24 1,832 10:20 20:37 47:53 ⚔ FC into Archers
21 1,606 10:14 18:34 34:49 ⛏ Fast Castle
17 1,361 14:53 27:19 39:22 ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
47,595 30,170 12,115 2,850 92,730 98,940
28,575 24,925 14,560 3,750 71,810 75,848
25,340 10,855 18,455 1,615 56,265 58,164
17,725 11,625 8,965 2,350 40,665 41,410
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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